eb74f9b2e3
Follows the diagnosis that proactive straight-line ramming CANNOT work: both bots have MAX_SPEED=8, so a pursuit cannot catch an evading equal-speed opponent. Measured over 49 rounds per arm, opportunity -> contact was **0/6** (base), 0/40 (ring), 0/12 (ringhot). The only proactive conversion in the whole corpus came from a FINISHER, and only because a <20-energy DrussGT stops fleeing (that episode closed at 6-8 px/tick). Opportunity episodes never got below ~80px; one ran the full 60-tick duration cap and closed only 198->171px; a perfectly aligned full-speed one closed 195->114px then plateaued. CHANGES - **Finisher-only default.** `finisher` (<20 energy, dist<300, we are healthier) and the rare `desperation` (both <5, dist<150) are kept; `opportunity` and the speculative `plan` are OFF. Both are env-reenableable with no rebuild: `TR_RAM_OPPORTUNITY=1` (tune via TR_RAM_OPP_DIST/MARGIN) and `TR_RAM_PLAN=1`. Justification: it removes 100+ non-converting episodes per fixture at zero measured loss (oldram vs base was p=0.69, damage 279 vs 284, survival 17/49 vs 16/49) - and each of those episodes spent up to 60 ticks driving STRAIGHT at the enemy, abandoning the mover's dodging and disrupting aim. - **`desperation` KEPT** deliberately: it is cheap and rare, fires only when both bots are nearly dead at short range (a coin-flip where 0.6 contact can decide it), and it is not the refuted straight-line pursuit. - **THE BULLET-RAIN ABORT WAS DEAD CODE AND IS NOW FIXED.** `onHitByBullet` accumulated raw bullet FIREPOWER while `TR_RAM_ABORT_DMG = 0.5` was documented as a DAMAGE rate - so the bar was implicitly "sum of power > 7.5 over 15 turns" and the maximum rate ever observed was 0.27. It now accumulates REAL ENERGY via a `bulletDamage(power)` helper matching the server's `4p` / `6p-2` formula, and `TR_RAM_ABORT_DMG` defaults to **2.0 energy/turn** (~30 HP over 15 turns): "abort an in-progress ram if we take > 2.0 energy per turn". Same effective bar for normal firepower, and it can now actually fire - the live run reports `dmgRate=1.07/turn` where the old units said 0.27. - **`ramStuckTicks` REMOVED.** It required `dist < 5px`; contact occurs at ~36px (two 18px radii) and position rewind prevents getting closer, so it could never increment. Only the 60-tick duration cap can now self-end a ram. LIVENESS (measured, default config, vs a charging Java RamFire, 3 rounds): default -> `[ram] ON reason=finisher` x3, `reason=opportunity` x0 TR_RAM_OPPORTUNITY=1 -> `reason=opportunity` x4, `reason=finisher` x2 So the opportunity states DID occur and are suppressed by the new default - the removal is real, not an arm that never fires. A line also read `[ram] OFF reason=duration dmgRate=1.07/turn`, confirming the new energy units. Adds docs/ramming_negative_result.md (70 lines) recording the question, the five diagnostic answers, the geometric reason, the finisher exception, the two dead code paths, and an explicit "do not re-attempt a proactive straight-line ram; if point-blank forcing is ever wanted it is an INTERCEPTION/cornering movement problem" note - the same pattern that stopped the corpse bug recurring. Guards: test_ram_decision 40 (was 28), test_gun_harness 39, test_vbullet_metric 11, test_power_selection 3, test_adaptive_radar 41, test_tfil_ring_weights 24, test_power_policy 26, test_rack_membership 48, test_selector_tiebreak 19, test_tm_pattern_registration 20, test_vbullet_admit_gate 12, acceptance_offline_vs_online 12/12. ModularBot compiles. Honest note: the abort-threshold fix is a real (tiny) behaviour change, NOT measured-neutral - it only bites while a finisher ram is under sustained fire, which is exactly the user's stated wish. The finisher-only removal itself is measured-neutral per the given A/B.
185 lines
9.4 KiB
Nim
185 lines
9.4 KiB
Nim
## Ram decision — the PURE trigger + abort logic for proactive ramming.
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##
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## ── Why this exists ─────────────────────────────────────────────────────────
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## The old triggers lived inline in `ModularBot.run()` and were a chicken-and-egg
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## loop: `ramOpportunity` demanded `dist < 50px`, but the mover had no reason to
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## close, so the closest approach measured against DrussGT was 118.7px and the
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## `<50px` trigger never fired. This module made the trigger fire at a range the
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## mover can reach FROM, so it could be unit-tested and swept.
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##
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## ── The measured verdict: proactive ramming does not convert ────────────────
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## A log-replay diagnosis (49 rounds/arm, no new battles) showed the relaxed
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## opportunity gate fires but NEVER reaches contact:
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## opportunity -> contact = 0/6 (base), 0/40 (ring), 0/12 (ringhot), 0/1 (nopower)
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## abort reasons: triggerGone 94/108 (87%), duration 14, stuck 0, bulletRain 0
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## opportunity episodes never got below ~80px (base closest median 126px)
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## ticks during ram: <40:10, 40-80:16, 80-120:60, 120-200:165, >=200:85
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## Two smoking guns: a base episode ran the FULL 60-tick duration cap and closed
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## only 198 -> 171px; a perfectly aligned, full-speed episode closed 195 -> 114px
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## then PLATEAUED. The geometric reason: both bots have MAX_SPEED = 8, so a
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## straight-line pursuit can NEVER catch an evading equal-speed opponent. Closing
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## needs INTERCEPTION/cornering — a movement problem, not a trigger problem — and
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## it is disproportionate to 0.6 damage per contact.
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##
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## Therefore the DEFAULT gate is FINISHER-ONLY (plus the rare desperation case).
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## The finisher is the ONE proactive conversion in the corpus because a <20-energy
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## DrussGT STOPS FLEEING (that episode closed at 6-8 px/tick and reached contact).
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## See `docs/ramming_negative_result.md`. Do not re-attempt a proactive
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## straight-line ram.
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##
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## ── Honest framing (do not oversell) ────────────────────────────────────────
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## Ram damage is 0.6 per CONTACT EVENT, one-shot (positions rewind on contact),
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## NOT 0.6/turn — small next to a p=3.0 bullet hit (16 dmg). The payoff is that
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## at point-blank the hit probability approaches 1, so heavy bullets stop
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## missing; ram damage also scores 2.0/pt (highest in the game) and a ram kill
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## carries a 0.30 bonus vs 0.20 for a bullet kill.
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##
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## ── Env knobs (read once at module init, like the gun rack) ─────────────────
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## TR_RAM_OPPORTUNITY default off re-enable the proactive opportunity gate
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## TR_RAM_OPP_DIST default 200.0 opportunity max distance (only if enabled)
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## TR_RAM_OPP_MARGIN default 15.0 opportunity energy advantage (only if enabled)
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## TR_RAM_ABORT_DMG default 2.0 abort an in-progress ram when the
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## incoming damage rate exceeds this /turn
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## (real ENERGY units, see `bulletDamage`)
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## TR_RAM_PLAN default off enable the change-of-plan trigger
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## TR_RAM_PLAN_DIST default 250.0 change-of-plan max distance
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## TR_RAM_PLAN_MARGIN default 20.0 change-of-plan energy advantage
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## TR_RAM_PLAN_HITRATE default 0.05 selected gun's pooled virtual hit rate
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## below which the gun duel counts as failing
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## TR_RAM_LOG=1 emit one change-gated `[ram]` line
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import std/[os, strutils]
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proc getEnvFloat(name: string, default: float): float =
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let s = getEnv(name, "")
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if s.len == 0: return default
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try: result = parseFloat(s.strip())
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except ValueError: result = default
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proc getEnvBool(name: string, default: bool): bool =
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let s = getEnv(name, "").strip().toLowerAscii()
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if s.len == 0: return default
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s in ["1", "true", "yes", "on"]
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const
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## Finisher / desperation keep their original gates: the finisher is already
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## proactive and is the only converting path; the desperation case is a
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## last-ditch, short-range play.
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RamFinisherDist* = 300.0
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RamFinisherEnergy* = 20.0
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RamDesperationDist* = 150.0
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RamDesperationEnergy* = 5.0
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## Number of turns the incoming-damage window averages over. 15 turns ≈ 0.75s
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## at 20 turns/s: short enough to react to a burst, long enough that a single
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## stray hit does not abort the approach.
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RamDamageWindow* = 15
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## Shipped defaults for the env-overridable knobs.
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DefaultRamOppEnabled* = false
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DefaultRamOppDist* = 200.0
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DefaultRamOppMargin* = 15.0
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## Real ENERGY per turn (the server's `calcBulletDamage`, not raw firepower).
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## 2.0/turn ≈ 30 energy over the 15-turn window: high enough that ordinary
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## exchange fire before the approach cannot veto a finisher on the tick after
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## it starts, low enough that a genuine sustained barrage can abort it.
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DefaultRamAbortDmg* = 2.0
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DefaultRamPlanDist* = 250.0
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DefaultRamPlanMargin* = 20.0
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DefaultRamPlanHitRate* = 0.05
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let RamOppEnabled* = getEnvBool("TR_RAM_OPPORTUNITY", DefaultRamOppEnabled)
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let RamOppDist* = getEnvFloat("TR_RAM_OPP_DIST", DefaultRamOppDist)
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let RamOppMargin* = getEnvFloat("TR_RAM_OPP_MARGIN", DefaultRamOppMargin)
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let RamAbortDmg* = getEnvFloat("TR_RAM_ABORT_DMG", DefaultRamAbortDmg)
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let RamPlanEnabled* = getEnvBool("TR_RAM_PLAN", false)
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let RamPlanDist* = getEnvFloat("TR_RAM_PLAN_DIST", DefaultRamPlanDist)
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let RamPlanMargin* = getEnvFloat("TR_RAM_PLAN_MARGIN", DefaultRamPlanMargin)
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let RamPlanHitRate* = getEnvFloat("TR_RAM_PLAN_HITRATE", DefaultRamPlanHitRate)
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let RamLog* = existsEnv("TR_RAM_LOG")
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type
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RamReason* = enum
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rrNone ## no trigger fires
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rrFinisher ## enemy < 20 energy, we are healthier, dist < 300
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rrOpportunity ## we clearly out-energise and are close enough to close
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rrDesperation ## both nearly dead, short range
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rrPlan ## change of plan: out-energise, close, gun duel failing
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RamInputs* = object
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dist*: float
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selfEnergy*: float
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enemyEnergy*: float
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## The selected gun's pooled virtual hit rate (0..1). Only consulted by the
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## change-of-plan trigger; ignored when that trigger is disabled.
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gunHitRate*: float
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proc bulletDamage*(power: float): float =
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## Real energy removed from us by a bullet of `power`, matching the server's
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## `rules/math.kt calcBulletDamage`: `4 * firepower` for `firepower <= 1`, plus
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## `2 * (firepower - 1)` above 1 (so p=3.0 -> 16, p=1.0 -> 4). The ram abort
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## must compare against this, NOT against raw firepower.
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if power <= 0.0: return 0.0
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var p = power
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if p < 0.1: p = 0.1
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elif p > 3.0: p = 3.0
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result = 4.0 * p
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if power > 1.0: result += 2.0 * (power - 1.0)
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proc ramTrigger*(inp: RamInputs,
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oppEnabled = RamOppEnabled,
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oppDist = RamOppDist,
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oppMargin = RamOppMargin,
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planEnabled = RamPlanEnabled,
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planDist = RamPlanDist,
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planMargin = RamPlanMargin,
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planHitRate = RamPlanHitRate): RamReason =
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## Pure trigger evaluation. Returns the FIRST matching reason in priority
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## order, or `rrNone`. Cooldown/duration/abort are deliberately NOT here — the
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## caller composes those, so this function has no state and is unit-testable.
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##
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## `opportunity` is OFF by default (see the module header): it fired in the
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## diagnosis but converted 0/59 times. The `oppEnabled`/`oppDist`/... parameters
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## default to the env-derived values, so the live path uses the knobs while a
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## test can reproduce the old proactive behaviour by passing `oppEnabled = true`.
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## `desperation` and `finisher` are kept: they are rare, short-range, and the
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## finisher is the only measured conversion. `plan` remains opt-in and off.
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if inp.enemyEnergy <= 0.0: return rrNone
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if inp.dist < RamFinisherDist and inp.enemyEnergy < RamFinisherEnergy and
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inp.selfEnergy > inp.enemyEnergy:
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return rrFinisher
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if oppEnabled and inp.dist < oppDist and
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inp.selfEnergy > inp.enemyEnergy + oppMargin:
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return rrOpportunity
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if inp.selfEnergy < RamDesperationEnergy and inp.enemyEnergy < RamDesperationEnergy and
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inp.dist < RamDesperationDist:
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return rrDesperation
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if planEnabled and inp.dist < planDist and
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inp.selfEnergy > inp.enemyEnergy + planMargin and
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inp.gunHitRate < planHitRate:
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return rrPlan
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rrNone
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proc reasonName*(r: RamReason): string =
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case r
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of rrNone: "none"
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of rrFinisher: "finisher"
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of rrOpportunity: "opportunity"
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of rrDesperation: "desperation"
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of rrPlan: "plan"
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proc damageRatePerTurn*(window: openArray[float]): float =
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## Mean incoming energy per turn over the window (window slots hold the
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## `bulletDamage` sum of the hits landed that turn). Pure; an empty or all-zero
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## window returns 0.0 (never NaN).
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if window.len == 0: return 0.0
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var total = 0.0
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for v in window: total += v
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total / window.len.float
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proc shouldAbortRam*(ramming: bool, dmgRate: float,
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abortDmg = RamAbortDmg): bool =
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## True when an ALREADY-IN-PROGRESS ram should be abandoned because we are
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## taking sustained fire on the way in. `dmgRate` is real energy per turn
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## (`bulletDamage` over `RamDamageWindow` turns); a ram that has not started is
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## never aborted (a firefight before the approach must not veto the start).
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ramming and dmgRate > abortDmg
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